Core gameplay element: the Visibility

How do the player interact with the world? How do the world interact with the player? Why does the player need to be silent? When/Why/How will the player be attacked/threatened?

All of those questions revolve around a core parameter in the game: the Visibility factor. The more high it is, the more the probability of an attack increases.

Your pursuer cannot really see you, mainly because it’s blind, but it’s very attracted to the noise. That’s why your visibility factor is determined by the noise you make.

For example, running or touching bushes makes you more visible. Additionally, a lot of events can occur everywhere in the map, randomly or not. It can be scared crows or animals fleeing away, the noise of a radio, a random lightbulb explosion, or the decision of breaking a door with a crowbar if you can’t find the keys.

In a futur post, I’ll give some explanation on how to interact with the stalker, and efficiently distracting him to survive the attacks.